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Old Oct 12, 2006, 05:03 PM // 17:03   #1
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Default Who should carry the rez

i think that monks should always carry rebirth to pull ppl out of tight situations or to rescue the party should everyone else die.

since rebirth drains all your energy, the monk should never rez a person during a battle, other party members should carry a rez signet or other rez spell.

in battle, the monk should not rez a fallen member because it will prevent them from healing thus increasing the chances that another party member will fall.

party members other than the monk should take care of resurecting ppl during battle....assuming that it is safe enuff.

what do you all think of this?
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Old Oct 12, 2006, 05:11 PM // 17:11   #2
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Quote:
Originally Posted by morimoto
since rebirth drains all your energy, the monk should never rez a person during a battle, other party members should carry a rez signet or other rez spell.
Thus, the purpose of Vengeance. Get someone up quickly and finish the battle, then the monks can rez them properly afterwards.
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Old Oct 12, 2006, 05:23 PM // 17:23   #3
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but who should carry vengeance? cos in the pug groups i get no one wants to but yes i agree with u there, but u get a lot of groups goign on about there dead when thay died 5 secs ago, then balme the monk for not rezsign them straight away. but what i find enoying is a person who says my build is too good i dont need res and i ahve no room for it, EVERY build i mean EVERY buiold should have a res of one sort
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Old Oct 12, 2006, 05:28 PM // 17:28   #4
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PvE - Monks should bring rebirth. Everyone else, a rez.
PvP - Everyone but monks should bring a rez.
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Old Oct 12, 2006, 05:32 PM // 17:32   #5
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In 6 vs 6 at least one monk should take signet, IMO, otherwise not enough signets >_<

EDIT: Assuming you don't have an E/Mo or Me/Mo
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Old Oct 12, 2006, 05:53 PM // 17:53   #6
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In PvE, I don't bring a res as a monk because I don't plan on letting people die. The eighth slot would be better put to use adding something useful like hex/condition removal, e-management, or another heal or prot spell. If 5 party members bring res sigs and more than 5 people die, either one of two things are happening: either I'm failing hardcore (not likely) or my teammates don't understand that tanking hundreds of points of damage over a span of a few seconds, waiting until 6/8ths of the party is dead to retreat (if they do at all) isn't a wise tactic.

I've monked for teams that played this badly before, and on occasion I've been the only one left alive because I had enough sense to realize that things are about to get bad, fast. To the casual observer it might appear that the team has failed because I neglected to bring a res, but in reality the team failed far before then.

Ideally, it would be best if 5 or 6 members of your PvE team brought res sigs (probably even less because there's always bosses to recharge them). Also ideally your damage dealers would actually be effective enough at dealing damage to kill monster mobs before your monks get overwhelmed, although they shouldn't because IDEALLY your monks will be good enough to hold up for a long time. Pretty much every suggestion from there just goes down hill.

I don't bring a res because when I'm cajoled into PvE I try to play for an ideal situation, however if you feel you'd be better served bringing resses on your PvE monks to avoid blame when your idiot team goes and hari-kari's itself in a swarm of 20 monsters.......well, suit yourself.

-Jessyi
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Old Oct 12, 2006, 06:02 PM // 18:02   #7
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I just hate being rebirthed by a wammo as a monk and he expects me to heal him right away :\ disabled skills for 10 seconds ftl, unless he uses MoP.. :\
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Old Oct 12, 2006, 06:10 PM // 18:10   #8
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Personally, I think that if half of your team has a rez in PvE you should probably be ok. (Most of my best builds lose a lot of power if a rez is put in, so I only put one in if absolutely needed)

In PvP I think it varies depending upon the team build, but I'm of the belief that all of the team members should have a rez sig. (Possible exception being a monk)
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Old Oct 12, 2006, 06:25 PM // 18:25   #9
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Quote:
Originally Posted by Arkantos
PvE - Monks should bring rebirth. Everyone else, a rez.
PvP - Everyone but monks should bring a rez.
Very well put.
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Old Oct 12, 2006, 06:31 PM // 18:31   #10
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When playing my ranger or warrior, I always have sprint or storm chaser, so I can easily get away if things go bad. I would say that 90% of the time i am the last person alive because i know when to retreat (maybe because i monk in gvg 99% of the time). I always carry rebirth on my warrior and ranger because they are more likely to outlive casters in a heated battle.
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Old Oct 12, 2006, 06:35 PM // 18:35   #11
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in pve i dont think the monk should rez ppl in a battle. that should be left to others.

the 8 seconds or so it takes a monk to rez could cause others in the party to die. if that monk used rebirth he/she will also be limited for several seconds after the rez too.
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Old Oct 12, 2006, 06:38 PM // 18:38   #12
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Group discussions over common sense are fun.
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Old Oct 12, 2006, 06:55 PM // 18:55   #13
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Boy!... I hate to get into this again, so I won't.
But just to keep it from getting too one sided, I'll chime in.

I never carry a rez on any of my characters in PvE except
for my monk, no reason why anyone should die, and if
someone slips up, the monk should be able to handle it.

Last edited by Hephaestus Ram; Oct 12, 2006 at 07:21 PM // 19:21..
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Old Oct 12, 2006, 06:56 PM // 18:56   #14
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Quote:
Originally Posted by Jessyi
I've monked for teams that played this badly before, and on occasion I've been the only one left alive because I had enough sense to realize that things are about to get bad, fast. To the casual observer it might appear that the team has failed because I neglected to bring a res, but in reality the team failed far before then.
Why is taking too much damage bad play, but bringing suboptimal skills not bad play? Lots of silly skillbars will work if you've got good teammates.

Looks like the failure is mutual to me.
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Old Oct 12, 2006, 07:03 PM // 19:03   #15
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PVE
on monk:
-in areas like FOW & UW where you can run away most times and ninja res later: rebirth
-in missions i personally prefer 2x20% faster cast chance on res chant (in certain situations i even battle res)
-in some extreme situations like DNKP i carry a sig

non-monks:
-Flesh of my Flesh is fine, if the caster announces it and the monk is prepared to heal up the subjects fast
-in UW/FOW same as above rebirth has it uses
-everything else sig (and pls use it before the last boss is going down)
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Old Oct 12, 2006, 07:03 PM // 19:03   #16
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PvE
Everyone with a res signet for battle resing key members (like tanks and monks), monks with Rebirth (only to be used in between battles).

PvP
4v4
Everyone brings a res signet, monks bring nothing.
6v6
Everyone brings a res signet, if there are 3 monks, one to two of them should bring a signet depending on whether or not all 3 are directed toward healing or only 1 or 2 of them are directed toward healing.
8v8
Everyone brings a res signet, possibility of a Fast Cast Mesmer with Naomi (depends on the build, really), monks shouldn't bring any res unless they are damage.

It becomes obvious that Resurrection Signet is the awesomest skill ever.
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Old Oct 12, 2006, 07:09 PM // 19:09   #17
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I only take rez to UW/FoW unless specifically asked to bring it. If I'm the last one alive then the group is really screwing up and we need to start over. (usually everyone dies, or the monk escapes and can res everyone)

I'd rather use that slot for a skill that can deal damage (or scatter)
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Old Oct 12, 2006, 07:18 PM // 19:18   #18
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Depends on what role I am playing, usually if I can fit it in I bring a hard rez. Sometimes its really not needed in most areas you shouldn't have a wipe that hard. But hey it can happen so some people bring it just to be safe. If you're playing a monk and don't know when to back out when you start seeing people drop fast then please get some common sense.

PvE ^
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Old Oct 12, 2006, 07:21 PM // 19:21   #19
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I reckon a monk/rit should fill its skill bar up with every single res skill it can-

Vengeance
Rebirth
Ressurect
Res chant
Flesh of my flesh
Dwayna's thingy res
Res spirit
Unyielding aura

It will be known as...the ORGINALLYNAMEDMONKTHATRESSESALOT build.

Last edited by Ridiculed; Oct 12, 2006 at 07:23 PM // 19:23..
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Old Oct 12, 2006, 07:22 PM // 19:22   #20
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Rebirth for monks sucks. It is a horrible philosophy on PvE.

You have 1 or 2 monks for heals and you have 6 for offense. And you expect the monk to bring res??
The monk has to bring 2-3 spammable healing skills, 1 con removal, 1 hex removal, 1-2 protection skill and 1-2 energy management and

Seriously - there is no offensive skill more important than res. So tell your W/Mo, your E/Mo or your N/Mo MM (who already has points in heals) to bring the hard res.


Rebirth on monks is as bad Mending on a W/Mo.

And if a W/Mo brings Mending and complains monks don't have Rebirth - tell him press F12 and uninstall!

And if your monk is the last one to survive and you are depending on hard res - that is because 7 other people did not know basic things like kiting and retreating. You don't take damage until you die or ignore monk's energy.

It kills me when I see an people only retreat when 5 people are already dead. These are the same people waiting for Rebirth.

And why would put hard res on the easiest and lowest armored target?

Last edited by crimsonfilms; Oct 12, 2006 at 07:25 PM // 19:25..
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